Quite a decent game for these days. I've enjoyed it quite a bunch but at the same time I did felt like something is still missing...
When I've finished the game I had a WTF! moment, like every single person that finished it.
I was quite sure that I'm at about 50% progress in the game or less... but wait, no... the game had just ended...
So I've got passed that moment of shock and thought: Well, it's not that bad after all...
it's just makes the perfect sense for the sequel to come.
Indeed, it looks like the ending is pointing you to believe (you know what... ) but it's not something 100% sure... You know, some things aren't always what they seem to be.
That and other stuff in this game leads me to believe two things: The game was
developed somewhat as a "side project" to test the market and see if it gets enough audience, and if it is the case, the game will have a sequel (maybe
That's why the sudden and uncertain ending (I know it looks quite certain but it
So, if the game it's received well by the public we'll have a sequel (maybe) If Ubi
finds that the necessary resources needed for a sequel worth the effort...
If not... well, we have our certain ending...
This game from my pov was just a test, a chance given to a project that game
developers didn't thought that will catch. It clearly was a project that defied the
"numbers" in favour of gameplay. It wasn't meant to be a "comercial" game, a
"money maker" but a good game like games used to be years before.
That's why the game feels like being unfinished.
I had enjoyed the survival aspect of the game but still something was missing...
Maybe the part where the developers decided to make the game a little more
"commercial" and found that a little "hand holding" would help raise up numbers.
Well, I think that was a bad decision...
the game mechanics was quite good and I think the initial project was even better.
Indeed, I didn't played the game in survival mode (I like to play games in normal
difficulty on 1st playthrough... ) but I've made quite a good impression on the
game in one go. That's all that matters anyway... how the game felt on first time.
I didn't liked that the ammo system it's too stiff... You can't feel like you're in charge
with managing your own ammo... it just feels like the game it's dictating you how
much ammo you are allowed to have at certain points in time... and it's not just a
feeling, it's just the way the game was meant to be (quite sure I am that the
original project wasn't like that... )
I mean, where is the challenge part... ? It's a survival part somewhere in this
game... Why ruin it... ?
I have a gun and a bow, kill some strangers with the bow and I'm rewarded with
an empty gun... I kill some strangers with my gun, I'm rewarded with bullets...
Why do I feel like I'm missing something... Oh, wait... it's not me that's missing
something... it's just the survival part of the game...
I mean, why bother sparing ammo when I am encouraged to use some... ?
Ok, so I'm not totally in "no scripted events" or such, but... don't damage the
gameplay for the sake of f***ing "handholding" crap...
And while it's a survival part in this game why not more fleeing possibilities... ?
You get trapped in some enclosed areas with some dudes, no way to go around,
you must kill at least one or two of them and maybe you can spare the last of
them... that's not quite nice... I didn't even once in this game had the opportunity to
make use of the "tap to run" feature... other then just making the character run
faster from point "A" to point "B"
It would've been nice to at least once have the option to choose between "fight
these bad guys" or "run for your life"... never had to, or better said, never had the
chance to... and I don't imply here the characters that weren't all about killing your
sorry ass... indeed there were NPC's that you could avoid... but those weren't the
ones you wanted to or needed to... they were just there to make the game feel
more varied in terms of enemies another example of too much "scripted events"
(I don't really know how to call them... )
It would've been nice to have the possibility to finish the game without killing
anybody and earn an achievement.
Simply "running for your life" would've made a hell of a difference in this game.
BTW: the only "smart" though little annoying way to "manage" your ammo in this
game, was the part where you give your gun to "someone else" thus remaining
only with the bow... so there are ways to do that "management" without f***ing"
with the player's ability to manage his own inventory and feeling like doing that.
I liked the feeling of being on the edge with ammo/items but what you've read
above just spoiled that...
I also liked resources being scattered in unusual locations just being there for
the player to pick up, but not "in the way" and easy to reach.
Too much linearity it's another thing that bothered me... Not really much
backtracking in this game... pretty sad... It would've been great to have more of
that (much more if possible... ) Nope, not in a "commercialized" game you won't...
Retries... ? Want them GONE! Gone for good. ALL of them.
Better give me 3 Ink Ribbons throughout the game and let ME manage them...
That's it! Now I can call this a game. Ok, maybe 5... but LET ME MANAGE THEM!
And best of all... put my sorry ass to work and make me find them. At least make
me "work" for at least 2 of them...
I HATE RETRIES and HAND-F***ING-HOLDING" crap...